My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Minions Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Dark Prince Prince Lumberjack Night Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Dark Prince Prince Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Dark Prince Prince Lumberjack

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Dark Prince Lumberjack

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Minions Guards Dark Prince Prince Night Witch
Giant Snowball
Bats Minions Guards Lumberjack Night Witch
Zap
Bats Minions Guards Dark Prince Prince Night Witch
Barbarian Barrel
Guards Dark Prince Lumberjack Night Witch
The Log
Guards Dark Prince Prince Lumberjack
Earthquake
Guards
Arrows
Bats Minions Guards Night Witch
Royal Delivery
Bats Minions Guards Dark Prince Prince Lumberjack Night Witch
Fireball
Minions Lumberjack Night Witch
Poison
Bats Minions Guards Night Witch
Lightning
Dark Prince Prince Lumberjack Night Witch
Rocket
Prince Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Guards Dark Prince Prince Night Witch

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Minions

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Minions Guards Dark Prince Lumberjack Night Witch Prince

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats Zap Minions Guards

Attack Synergies 2 17

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Zap Minions Dark Prince Prince Lumberjack
Zap
Prince Bats Minions Guards Dark Prince Lumberjack Night Witch
Minions
Bats Zap Dark Prince Prince Lumberjack
Guards
Zap Lumberjack
Dark Prince
Prince Bats Zap Minions Lumberjack
Prince
Zap Dark Prince Bats Minions Lumberjack
Lumberjack
Bats Zap Minions Guards Dark Prince Prince Night Witch
Night Witch
Zap Lumberjack

Defense Synergies 0 18

Bats
Zap Minions Dark Prince Prince Lumberjack
Zap
Bats Minions Guards Dark Prince Prince Lumberjack Night Witch
Minions
Bats Zap Dark Prince Prince Lumberjack
Guards
Zap Prince Lumberjack
Dark Prince
Bats Zap Minions Prince Night Witch
Prince
Bats Zap Minions Guards Dark Prince
Lumberjack
Bats Zap Minions Guards
Night Witch
Zap Dark Prince

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Minions
Lumberjack Bats Zap Minions Dark Prince Prince Night Witch
Prince Lumberjack Bats Minions Dark Prince Night Witch
Prince Lumberjack Night Witch Bats Minions Guards Dark Prince
Dark Prince Prince Lumberjack
Bats Zap Minions Guards Dark Prince Lumberjack Night Witch
Bats Minions Zap Night Witch
Zap
Minions Prince Lumberjack Night Witch
Guards Dark Prince Prince Lumberjack Night Witch
Bats Minions Guards Zap Dark Prince Lumberjack Night Witch
Minions Bats Zap Night Witch
Prince Lumberjack Night Witch Bats Zap Minions Guards Dark Prince
Bats Zap Minions Guards Dark Prince Prince Lumberjack Night Witch
Prince Lumberjack
Zap Prince Lumberjack
Bats Minions Dark Prince Prince Lumberjack Night Witch
Bats Zap Minions Guards Dark Prince Prince Lumberjack Night Witch
Zap Bats Minions Guards Dark Prince Lumberjack
Prince Lumberjack
Dark Prince Bats Minions Guards Prince Lumberjack Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Lumberjack Zap Dark Prince Prince
Zap Prince Lumberjack
Guards Lumberjack Bats Zap Minions Dark Prince Prince
Guards Dark Prince Prince Lumberjack Bats Zap Night Witch
Guards Dark Prince Prince Lumberjack Night Witch
Bats Zap Minions
Guards Dark Prince Prince Bats Minions Lumberjack Night Witch
Dark Prince Prince Lumberjack
Zap Bats Minions Dark Prince Prince
Guards
Bats Minions Guards Dark Prince Prince Lumberjack
Zap Guards Dark Prince Prince
Dark Prince Prince Guards Lumberjack Night Witch
Guards Bats Zap Minions Dark Prince Prince Lumberjack Night Witch
Bats Minions Zap Dark Prince

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Guards
Zap
Guards Dark Prince Prince
Zap Dark Prince
Bats Zap Minions
Zap
Zap
Bats Minions Guards Prince Lumberjack Night Witch
Zap Dark Prince Prince
Zap
Minions
Zap Prince
Zap
Bats Minions Night Witch
Zap Dark Prince Prince
Zap
Minions Prince Night Witch
Prince
Zap
Zap Dark Prince
Zap
Zap Prince
Zap
Bats Zap Night Witch
Zap Bats Minions Guards
Night Witch
Zap Night Witch
Zap
Prince
Zap Bats Minions Guards Dark Prince Prince Night Witch
Zap
Dark Prince Prince Lumberjack
Zap
Zap
Dark Prince Prince
Zap Bats Minions Guards
Bats Zap
Zap Dark Prince Prince

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